chrismweb

Shiu je napisao/la:With those eyes, some blinking would really make those dragons come alive, you could do the blinking randomly. Love the mean looking dragon :D
Shiu, how would you recommend doing random blinks? As Nate had said in the programming: "(eg skeleton.setAttachment("mouthSlot", "mouthImage3");)"?

And Tescott, for our game we're pretty much tinting everything, and allowing the user to change their color.

You would probably want to put the yellow belly on the dragon on a different "layer", so the tinting doesn't affect that.

We roughly have a base layer (which gets tinted), and a "details" layer (which we don't tint), which makes it so the color changes, the but still looks nice (putting highlights on the details layer, and shadows/outlines on the base, so they tint with the color of the part).

I customized it quite a bit (since everything on ours, aside from details, need specific colors), but I just go through the slot names, and change the colors (but I had made them publicly visible to do it easily)
for (Slot slot2 : skeleton.getSlots()) {}


Animations are looking good! Are you planning on releasing on Android?
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chrismweb
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tescott

I've got separate slots set up that I tint at run time. Here's my code:
// colorize the slots
for (int i = 0; i < BODY_SLOTS.length; i++)
{
Slot slot = mSkeleton.findSlot(BODY_SLOTS[i]);
slot.getColor().set(di.mBodyColor);
}
for (int i = 0 ; i < BELLY_SLOTS.length; i++)
{
Slot slot = mSkeleton.findSlot(BELLY_SLOTS[i]);
slot.getColor().set(di.mBellyColor);
}
for (int i = 0; i < SPIKE_SLOTS.length; i++)
{
Slot slot = mSkeleton.findSlot(SPIKE_SLOTS[i]);
slot.getColor().set(di.mSpikeColor);
}
I just have a few arrays that define the slot names that are associated with a particular tint. Right now, I have separate slot lists for the body (arms, head, ears, wings, etc.), belly, and back spikes... this boils down to three different colors max at the moment. Right now belly slots and spike slots are just 1 element long, but in case things grow in the future, I made 'em arrays.

I have a couple of things that don't get tinted at all - horns and eyes. Similar to what you guys are doing -- it's nice to have highlights.

Android will be the first release. After I get everything ironed out with that, I plan on migrating things to iOS.

--tim
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tescott

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tescott

I've got color tinting working. Coming soon - blinking. ....exciting, huh? :)

http://youtu.be/Y4lRRpAIVO4

--tim
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tescott

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chrismweb

Yeah, looks very nice! You should do some sort of "stressed out" animation on the sheep when it is grabbed- legs flailing wildly or what not.

Shooting fire and lighting things up might be fun too ;)
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chrismweb
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Nate

Looks super cool! :)

For blinking, you could make a blink animation that only animates the eyes/face. At random intervals, you play that animation, non-looping. Apply it before whatever other animation you are doing, if the other animation doesn't change the eyes then the blink won't be overwritten.
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Nate

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tescott

I followed your recommendation in another thread for running multiple animation states to get blinking running. Simple. Works great. Results are in the link below.

http://youtu.be/OXMkmktmDgU

--tim
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tescott

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Søren

Love the blinking. Lots of character now. Just waiting for him to stand still to look at the camera and go "hmpf"
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Søren

Shiu
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Nate

Looks great! :)

You could add a falling animation. Right now he sort of just freezes as he falls. Could have his arms and wings go up, him looking down, and anything else you can do to make him look like he's falling. It could be a loop where his arms are flailing, etc.

I think you can do more with the flying animation, maybe more rotation of the body? Maybe can use scale to give it more movement?

Just nitpicking of course, it is looking super cool. :)
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Nate

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Lazrhog

That has come on soooooo much since the first iteration. Nice work
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Lazrhog

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tescott

Working on enemy implementations now. Reused Spine animation, updated the skin settings, and jacked around with the root bone scaling. QED. :)

http://youtu.be/UICt4UW0L1I

--tim
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tescott

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tescott

Camera operation update video. Shows difference between a camera locked to the player and one that implements a bit smoother operation:

http://youtu.be/m5gtByLhzq4

--tim
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tescott

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Søren

I'm a sucker for detail put into camera movement. Inertia on the camera is very nice, I'd also put in just a tiny tiny bit of rotation on the camera when acceleration changes a lot over a few frames.
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Søren

Shiu
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tescott

Shiu je napisao/la:I'm a sucker for detail put into camera movement. Inertia on the camera is very nice, I'd also put in just a tiny tiny bit of rotation on the camera when acceleration changes a lot over a few frames.
Wow. That's a cool idea! I'll see what I can do.

--tim
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tescott

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Lemoncog

The sheep running from the dragon really made me smile! Perhaps they could be a little jumpy as well?
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tescott

Coming soon: mountain goats and a mØØse.
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tescott

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tescott

I guess sooner than the goats / moose is.... FIREBALLS.

Thanks to Nate for providing insight on the best way to implement pooling operations. :P

http://youtu.be/eP1wLQmZfd8

--tim
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tescott

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tescott

Got a couple of quick updates:

- puffs of smoke now appear when fireballs impact an object
- animals can now be fireballed into oblivion

http://www.youtube.com/watch?v=kv4msyPufJo

--tim
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tescott

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spudworks

Your game looks awesome!

Since you're doing dev for Android, are you using cocos2d-x? If so, would you be willing to share how you set up your physics on your character animation? I'm trying to follow the Java code but I'm clearly missing something in the translation.
spudworks
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tescott

spudworks je napisao/la:Your game looks awesome!

Since you're doing dev for Android, are you using cocos2d-x? If so, would you be willing to share how you set up your physics on your character animation? I'm trying to follow the Java code but I'm clearly missing something in the translation.
Thanks for the comment!

For development, I'm using libgdx for the game's frameworks. Box2D physics is part of that.

Character 'flight' physics is pretty simple. Whenever you hit the 'flap wings' button, it applies an impulse in the up direction... as well as kicks off the 'flap wings' animation.

I've also got a 'ground sensor' that is attached to the bottom of characters. This sensor maintains a count affected by begin and end contacts, and only triggers when it hits the 'surface' contact filter I've defined. When a begin contact occurs, the count is incremented. When an end contact occurs, the count is decremented. If the contact count is non-zero, the character is considered to be on the ground. If the count is zero -- the character is airborne.

When you press left or right, it applies one of two different impulse strengths to the character depending on whether the character is airborne or not. A weak impulse is applied for grounded characters giving them slower movement. A strong impulse is applied for airborne characters.

--tim
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tescott

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spudworks

It looks really great and the art is super original. The animation is super smooth and the camera handling is really nice.

Really interested to see new updates.
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chrismweb

I didn't see the fire before, but it looks really nice!

Are you using a particle system at run time for it, or a sprite sheet? I would think, depending on how many particles there are, it might run smoother with 3+ frames pre-rendered?

When are you planning on releasing on the market?

I always try to figure which is better- releasing a mostly functional prototype, so people can start playing and contribute to the development of the game, or wait a lot longer and release as complete a first version as possible (since your biggest spike in downloads is from the initial release).

It would be cool to see this one out there! Make even have the dragon fire at stacks of boxes, and light them on fire.
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chrismweb
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tescott

I'm working on a "customize your dragon" screen right now which is taking me forever. I hate doing UI stuff so it's slow going.

Yeah, I'm using a particle system. Framerate isn't that bad. Hiccups you may see on Youtube are pretty much due to the capturing / encoding. It's a lot smoother "live".

Not sure when the release date is. I was hoping August. I still have a lot to do. :( Doesn't help that my artist bailed on me. I'll need to get (hire) someone to help me with the UI elements after I have the baselines for the menus in place.

I've thought about going the "Pudding Monster" route and releasing it with the first several levels done, with more on the way.

Yes, I'd like to have other destructible objects (apart from the sheep / cows) defined. We'll see how it goes.

Thanks for the comments!

--tim
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tescott

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chrismweb

I'm in no ways a professional artist, but the way I try to find nice looking UI elements is search istockphoto, and sometimes google images for vector UI - and re-create similar ones using Illustrator/ inkscape.

Not super custom, but it looks nicer than an otherwise flat gray box ;)

Also if it's your first mobile game- realize you might have to make several before you touch on a good niche market.
My longest game was an angry birds game- in space, started on like 6 months before angry birds space was announced..... I released it early, with some basic levels finished, but didn't get much success with it. A similar game, 'iBlast Moki 2' was featured on the google play market homescreen for about a month- and they got dismal downloads- something like 10k total downloads.
It, just like our game, had more fun gameplay than Angry birds, but for some reason the market at that point, for that game was over saturated, and got really terrible download numbers.

So hopefully your game does well, and it earns enough for you to keep working on it + creating new games.

But it's always depressing to see a "toilet paper dispenser app" earning enough to let the creator create 100 more apps like that, and cool games going unnoticed.
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chrismweb
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tescott

Actually, no, this is not my first game. Take a look at my .sig. I've got several games released on Google Play, the Amazon App Store, and a few ports of these over on the Apple App Store. My earnings are pretty low... but I keep telling myself -- all it takes is "one" good one to get on a roll.

But, yeah, I'm hoping the game does well. It's the first one that I decided to hire someone to do custom artwork for. All the other ones I've made were using artwork I either created or purchased from on-line image galleries.

If this one doesn't get any traction, I've got several other ideas I've come up with as I've been developing this that I can work on next. I just can't let myself get discouraged if that turns out to be the case.

--tim
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tescott

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chrismweb

Oh right- I remember looking at your DB42 game.

That's good then- yeah, it seems persistence helps with the game, and as you create more games, you can create more advanced ones, so either way your games will always be getting better.

You'll have to keep me updated on how this one does on release! "Dragons" might be a popular area, but if not, you can always change out the dragon for a robot unicorn, or a zombie ;)
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